Re: Paladin Idea:

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Posted by Everntien on November 08, 1999 at 14:51:17:

In Reply to: Paladin Idea posted by Rome on November 08, 1999 at 10:53:01:

This is a great idea....kinda a counter to the lich
thing, good thinkin.

> Paladin Hero’s

>
> It seems many people are looking for more classes to go through high level transformations such as the ones necromancers go through to become liches. The immortals have already said that they wouldn’t consider doing this as it would detract from the uniqueness of the necromancer class.

> I would suggest a sort of compromise. I think paladins are in desperate need of attention, as they seem to be lagging behind the times as far as their abilities go. I would suggest that all paladins stop their ranking at 50, at which time they are forced to go on a holy journey (quest) to reach their pinnacle.

> First, this seems very reasonable, as it would fit with the theme of the paladins for them to have to go on a sort of sojourn to complete their faith in their immortal (or ideals). The sojourn would be given out by the paladins immortal (or if he doesn’t follow one, any old immortal would do). The journey would be a sort of quest, where the paladin is force to do something based on the immortals religion. This may be anything from journeying into hell and slaying a certain number of demons (shokai might ask this), or traveling thera and rescuing/healing a certain number of people (bria might want you to do something related to this).

> Once the journey is completed, the immortal would advance the paladin to hero and given a special ability. The special ability would be based on the religion/sphere of the paladin. Most likely each immortal would have their own special ability coded for their paladins, and give them out as needed.

> Some ideas for special abilities of hero paladins (just to get an idea of what I’m thinking)…

>
> Guerric:

> Lionheart: This commune gives the paladin an immunity to fear based abilities (frightful fiend, horror), resists negative, allows the paladin to focus his blows truly (+10 to hit, can’t be shoved), and forces the paladin to be the last one out of combat always (he cannot flee before his groupmates are out of combat).

> Justin:

> Judgement: Communing the judgement of justin upon a foe focuses the paladins wrath upon him. The paladin gains vastly improved combat abilities (+15/+15 hit/dam, -30 ac), and focuses all his abilities at the task at hand, destroying the judged. The paladin will find himself unable to attack anyone other than he who has been judged, and will be aggressive towards the judged (attacking him automatically whenever in the room with him, even if blinded, or the target is hidden/duo’d). Once the goal of slaying the judged has been achieved, the improved fighting abilities will leave the paladin.

> Seleric:

> Kara Chal: Communing the name of the holy text onto a friend will render the target immune to all disease, poison, plagues, and illnesses as well as curing rot, withering, and most other maladictions at the time of communing upon the target.

> Shokai:

> InnerLight: This commune imbues the target with holy wrath, turning the very hands of the paladin into holy weapons of vengeance (searing light touch attacks). At the moment of communing this ability, the paladin automatically removes his weapons, and a light-based area attack is employed (like a turn undead, except affects all evils). The paladins hands will remain holy weapons for 3-4 hrs. While imbued with holy light, the paladin will also experience improved resistance to magic (-5 save vs. spell, -10 save vs. paralysis).

> Raisa:

> Guardian: Communed upon a lightwalker defending himself (from a player), the paladin will rescue the lightwalker from combat, and engage the aggressor in battle. From the moment guardian is communed on a target, that target will not be able to be attacked, instead all attacks meant for the target will be re-directed to the paladin (so long as they both are in the same room). For the duration of the commune (2 hrs), the paladin will be forced to follow the target, and will be unable to be slain. At the expiration of the commune, if the paladin is not above 0 hp’s, he will die.

> Bria:

> Love: By sharing bria’s love with others, the paladin enhances the life of both himself, and those around him. Each person he communes this upon will gain a +1 con/wis, +25 hp’s, -20 ac, and -3 save vs. spell. Each time the paladin communes this upon a new person, he gains (+1 con/wis, +15 hp’s, -10 ac and -2 save vs. spell). The each affect lasts between 1-11 hrs based on the level of the target (level/5 rounded up = duration)

> Some others for those who don’t follow anyone in particular:

> War: (Courage, Victory, Destruction, Rage, and Combat)

> Fury: An improved frenzy commune, possible special attack in combat (a’la blademasters gloves)

> Peace: (Healing, Creation, Mercy, and Strength)

> Mercy: A slight damage reduction (similar to two invoker shields), and a chance for a heal in combat (like black hammer pendants)

> Greater Virtues: (Honor, Dedication, Wisdom, Knowledge, Truth, Purity, Greed, Justice, Judgement, and Love)

> Virtue: Gives the paladin (+3 to all stats, +50 hp’s, and +5 to hit)


> Ok, you get the idea?

> Hope you like it..

> …Rome…


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